Exemplo n.º 1
0
    public void SetIndex(int indexTile)
    {
        this.data.tileLayer.layer1 = indexTile;

        bool isEnabled = !(indexTile == -1 || indexTile == 255);

        meshRenderer.enabled = (isEnabled);
        if (isEnabled)
        {
            try
            {
                TilesetManager.Tileset tileset = TilesetManager.instance.LayerTileset(0);
                material.SetTexture("_MainTex", tileset.tiles[indexTile].texture);
            }
            catch (System.Exception)
            {
                throw;
            }
        }
    }
Exemplo n.º 2
0
    public void CreateNewMap()
    {
        bool isChecked = true;

        if (!inpSizeX.Validate())
        {
            isChecked = false;
        }
        if (!inpSizeY.Validate())
        {
            isChecked = false;
        }


        if (isChecked)
        {
            if (currentMap != null)
            {
                Debug.Log("Existing map");
                Destroy(currentMap.gameObject);
            }
            GameObject inst = new GameObject("MapDataModif");
            inst.transform.parent = this.transform;

            currentMap             = inst.AddComponent <MapDataMof>();
            currentMap.isMapEditor = true;

            int sizeX = 1;
            int sizeY = 1;

            int.TryParse(inpSizeX.Content, out sizeX);
            int.TryParse(inpSizeY.Content, out sizeY);

            if (mTypeMap == 2)
            {
                Debug.Log("NotDoneYet");
            }

            Material materialSelected            = null;
            TilesetManager.Tileset tilesetTarget = null;
            switch (mTypeMap)
            {
            case 1:
                materialSelected = tilesetMat;
                tilesetTarget    = tilesetTile;
                break;

            case 2:
                materialSelected = chunckMat;
                tilesetTarget    = tilesetChunck;
                break;

            case 3:
                materialSelected = fullMat;
                tilesetTarget    = tilesetFull;
                break;

            default:
                break;
            }
            //currentMap.CreateMap(new Vector2Int(sizeX, sizeY), tilesetMat);
            TilesetManager.instance.SetTileset(0, tilesetTarget);
            currentMap.CreateEditorMap(new Vector2Int(sizeX, sizeY), mTypeMap, materialSelected);
            MenuManager.Instance.ActiveState(EMenuState.Editor_Menu);

            UpdateToolsButtons();
            CenterMap();
        }
    }
Exemplo n.º 3
0
    public void GenerateMap(JsonMapData jsonMapData, Material tilesetMat)
    {
        sizeMap = jsonMapData.sizeMap;

        GameObject chunck = new GameObject("Chunck");

        chunck.transform.parent = this.transform;
        MeshFilter   meshFilter   = chunck.AddComponent <MeshFilter>();
        MeshRenderer meshRenderer = chunck.AddComponent <MeshRenderer>();

        int numberVertices  = (jsonMapData.sizeMap.x) * (jsonMapData.sizeMap.y) * 4;
        int numberTriangles = (jsonMapData.sizeMap.x) * (jsonMapData.sizeMap.y) * 6;

        Vector3[] vertices  = new Vector3[numberVertices];
        Vector2[] uvs       = new Vector2[numberVertices];
        int[]     triangles = new int[numberTriangles];

        int indexTriangles = 0;

        mapData = new List <TileData>();
        for (int y = 0; y < jsonMapData.sizeMap.y; y++)
        {
            for (int x = 0; x < jsonMapData.sizeMap.x; x++)
            {
                int index    = (jsonMapData.sizeMap.x * 2) * (y * 2) + (x * 2);
                int indexMap = (jsonMapData.sizeMap.x) * y + x;

                int indexTile = jsonMapData.tileData[indexMap].tileLayer.layer1;

                if (indexTile != -1 && indexTile != 255)
                {
                    TilesetManager.Tileset      tileset = TilesetManager.instance.LayerTileset(0);
                    TilesetManager.Tileset.Tile tile    = tileset.tiles[indexTile];

                    GameObject goTile = new GameObject("Tile " + indexMap);
                    goTile.transform.parent = this.transform;

                    TileData tileData = goTile.AddComponent <TileData>();
                    tileData.data.indexMap         = indexMap;
                    tileData.data.tileLayer.layer1 = indexTile;
                    mapData.Add(tileData);

                    //UL
                    int newIndex = index;
                    vertices[newIndex] = new Vector3(x, 0, y);
                    uvs[newIndex]      = tile.uv_UL;
                    //uvs[newIndex] = new Vector2(x, y);
                    //UR
                    newIndex           = index + 1;
                    vertices[newIndex] = new Vector3(x + 1, 0, y);
                    uvs[newIndex]      = tile.uv_UR;
                    //uvs[newIndex] = new Vector2((x + 1), y);
                    //DL
                    newIndex           = index + (jsonMapData.sizeMap.x * 2);
                    vertices[newIndex] = new Vector3(x, 0, y + 1);
                    uvs[newIndex]      = tile.uv_DL;
                    //uvs[newIndex] = new Vector2(x, (y + 1));
                    //DR
                    newIndex           = index + (jsonMapData.sizeMap.x * 2) + 1;
                    vertices[newIndex] = new Vector3(x + 1, 0, y + 1);
                    uvs[newIndex]      = tile.uv_DR;
                    //uvs[newIndex] = new Vector2((x + 1), (y + 1));
                }
                triangles[indexTriangles + 0] = index;
                triangles[indexTriangles + 1] = index + (jsonMapData.sizeMap.x * 2);
                triangles[indexTriangles + 2] = index + 1;

                triangles[indexTriangles + 3] = index + (jsonMapData.sizeMap.x * 2);
                triangles[indexTriangles + 4] = index + (jsonMapData.sizeMap.x * 2) + 1;
                triangles[indexTriangles + 5] = index + 1;

                indexTriangles += 6;
            }
        }

        Mesh mesh = new Mesh();

        mesh.name      = "ChunckMesh";
        mesh.vertices  = vertices;
        mesh.uv        = uvs;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();

        meshFilter.sharedMesh       = mesh;
        meshRenderer.sharedMaterial = tilesetMat;
    }